/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "stdosl.h"

shader node_bevel(int samples = 4,
                  float Radius = 0.05,
                  normal NormalIn = N,
                  output normal NormalOut = N)
{
  /* Abuse texture call with special @bevel token. */
  vector bevel_N = (normal)(color)texture("@bevel", samples, Radius);

  /* Preserve input normal. */
  NormalOut = normalize(NormalIn + (bevel_N - N));
}
